Just to let folks know, although I left the somewhat toxic Spectrum scene last year I am still working on Multi-Platform Arcade Game Designer. The latest version is 0.7.3 although there'll be another update soon with fixes for the Timex, CPC and Next engines. Next sprites are still on my to-do list ...

New this time are a few bug fixes, ULANext support and a simple demonstration game, Dodgy Geezer. Thanks to David Saphier there's also an executable which runs on newer machines, something lacking in the previous release...

I've fixed the window height/width sprintf problem and changed the engine's start address to 32000 as 30720 was causing some confusion. It should be possible to use CLEAR 31999 with plenty of space for the stack now. I've also replaced the ULAplus code with ULANext code but haven't been able to test...

Nextipede was written with SjAsmPlus and I'm also using it for the Next version of AGD. Switched from 2500 AD to SjAsmPlus a few years ago as I needed an assembler that would build code at one address to be relocated and run at another during run-time. Absolutely essential for the Spectrum version o...

I'm something of a stickler for specifying ints as either short or long. Until I have a play with a 64 bit compiler I don't know whether that's the problem. I have started taking a look at converting the Spectrum version to a Timex 8x1 version running in the ROM. A lot would have to go to squeeze it...

Apologies to those who have been having trouble. AGD was built using the DJGPP C compiler. I will get around to getting hold of a 64 bit C compiler at some point but it probably won't be for a while as I have a lot of projects on the go. If anyone does find a 64 bit compiler that's happy with it let...